Fix pinned vertices in SoftBody editor gizmo
The wrong vertices could be highlighted/selected due to generating a debug triangle mesh to gather points, which can modify the order of vertices.
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@ -2148,7 +2148,17 @@ void SoftBodySpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
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Ref<TriangleMesh> tm = soft_body->get_mesh()->generate_triangle_mesh();
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Vector<Vector3> points;
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soft_body->get_mesh()->generate_debug_mesh_indices(points);
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for (int i = 0; i < soft_body->get_mesh()->get_surface_count(); i++) {
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Array arrays = soft_body->get_mesh()->surface_get_arrays(i);
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ERR_CONTINUE(arrays.empty());
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const PoolVector<Vector3> &vertices = arrays[Mesh::ARRAY_VERTEX];
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PoolVector<Vector3>::Read vertices_read = vertices.read();
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int vertex_count = vertices.size();
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for (int index = 0; index < vertex_count; ++index) {
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points.push_back(vertices_read[index]);
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}
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}
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Ref<Material> material = get_material("shape_material", p_gizmo);
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